| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
| |
This generates more compact code, saving 20480 bytes on disk
(Linux 64 bit, release build).
Change-Id: I73d6d88b7b61b87a5d714e131fcf86ee80c83f38
Reviewed-by: Ulf Hermann <ulf.hermann@qt.io>
|
|
|
|
|
|
|
|
|
| |
After the previous cleanups, it became clear that this didn't serve much
of a purpose, so let's remove it and simplify the implementation as a
result.
Change-Id: Iae2ff9c46762f0c7bdf4225a2c4df93bc8253902
Reviewed-by: Yoann Lopes <yoann.lopes@qt.io>
|
|
|
|
|
|
|
| |
Change-Id: I48e26b1491024d41ebf75d40f0d1a7e9a1b20f22
Reviewed-by: Anton Kudryavtsev <antkudr@mail.ru>
Reviewed-by: Marc Mutz <marc.mutz@kdab.com>
Reviewed-by: Shawn Rutledge <shawn.rutledge@qt.io>
|
|
|
|
|
|
| |
Change-Id: Iab5c5261cb3cdce3d02fa6cd19ae6f594b6fc649
Reviewed-by: Oswald Buddenhagen <oswald.buddenhagen@theqtcompany.com>
Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
|
|
|
|
|
|
|
|
|
|
|
|
| |
Most core Qt Quick items use one of the nodes provided by the Scenegraph
Adaptation Layer, however the two items that provide support for Sprites
created their own custom nodes. There was significant redundancy in
this, and it made it only possible to use the OpenGL adaptation. The
AnimatedSprite and SpriteSequence items have been cleaned up, and now
use the new QSGSpriteNode.
Change-Id: Idc20b9c5da9dc1c94f6368021785382cdf7cec5a
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
|
|
|
|
|
| |
Change-Id: I5e7c144e60959b9230c0757b4ad0e035f5f52f58
Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
An enabler for using file selectors instead of writing GraphicsInfo-based
conditions in the vertexShader and fragmentShader properties.
[ChangeLog][QtQuick] ShaderEffect with OpenGL now supports reading GLSL
shader sources from local files and from the resource system. Whenever a
fragmentShader or vertexShader property is a valid such URL, the value is
treated as a file specification instead of actual source code.
Change-Id: I9df2a397adc8f82f1eb6b83d27e9e3d9d1a02f46
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
QSGSimpleRectNode is deprecated -> use
QSGRectangleNode via QQuickWindow::createRectangleNode() instead.
QSGSimpleTextureNode is deprecated -> use
QSGImageNode via QQuickWindow::createImageNode() instead.
The OpenGL version of the simple rectangle node is switched over to
the vertex color material instead of flat, to allow for better batching.
Use the same concept for nine patch nodes. The "style" node from Quick Controls 1
is now QSGNinePatchNode in order to provide a proper cross-backend solution which
is already necessary due to the software backend, but now generalize it to apply
to the accelerated backends with proper materials as well. QC can now simply call
createNinePatchNode() without further ado.
Also fixes a bug with the D3D12 texture material not enabling blending
when needed.
When it comes to the internal class names, QSGRectangleNode and
QSGImageNode get the Internal prefix in the adaptation layer in order to
differentiate from the public API. This involves quite a lot of renaming,
but results in a nice and clean public API.
Change-Id: Iddf9f9412377843ea6d652bcf25e68d1d74659ea
Reviewed-by: Gunnar Sletta <gunnar@sletta.org>
|
|
|
|
|
|
|
|
|
| |
Rename RendererInfo to GraphicsInfo. Deprecate OpenGLInfo and move
the surface format properties into GraphicsInfo. Move also the
shader info properties from ShaderEffect.
Change-Id: I3b3f01080e059b3a30a132fd67de19a4bfca54ef
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
|
|
|
|
|
| |
Change-Id: I065f17abd1cb71cd8d6ead76abf7a544eb7a99c0
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
For non-OpenGL APIs the primary (and likely the only) way to add custom
rendering into the Qt Quick scene is via the render node. Other
approaches,like the before/afterRendering signals,
QQuickFramebufferObject, remain OpenGL-only. (although QQuickFramebufferObject
may get a multi-API replacement based on QSGRenderNode at a later time)
Note that this is not a generic 3D content integration enabler. It targets
creating 2D and 2.5D Quick items with custom rendering via the graphics
API in use.
Make QSGRenderNode public, enhance the docs a bit and add a releaseResources().
Add a QSGRendererInterface with a query function in QQuickWindow and
QSGEngine. The scenegraph adaptation can then return a custom implementation of
the interface. This will be necessary to query API-specific values, f.ex. the
ID3D12Device and ID3D12CommandList when running with the d3d12 backend.
The interface allows querying the API and void* resources. Resources that
we know about in advance are enum-based to prevent the
QPlatformNativeInterface-like ugliness of string keys.
Support is there in the batch renderer already, fix this up according to
the new public API, and implement the corresponding bits for the D3D12
renderer.
For D3D12, fix also an issue with QSGNode destruction where graphics resources
in use were attempted to be final-released without a proper wait.
The semantics of changedStates() in QSGRenderNode is changed so that it can be
called at any time, including before render(). This is very useful since we can
implement some state restoring in a more efficient manner.
Added a new example as well. Documentation for QSGRenderNode is heavily
expanded.
Change-Id: I4c4a261c55791d0e38743a784bc4c05a53b3462d
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
|
|
Currently the Qt Quick module depends on either the OpenGL or OpenGLES
headers being available at build time. Since we are adding support for
adaptations that do not depend on OpenGL, it should be possible to build
Qt Quick in environments that do not have OpenGL development headers.
This does present many challenges though because in some cases GL types,
and classes that require OpenGL are part of the public APIs. However
since these classes were never available when QT_NO_OPENGL was defined,
it should be possible to redefine the function signatures under this
scenario, since it's not possible to break binary compatibility if there
never were any binaries to break compatibility with.
One of the bigger changes that was necessary to facilitate this change
is creating interfaces out of QSGContext and QSGRenderContext. Here the
default behavior was usage of OpenGL directly, even though subclasses
could override all OpenGL usage. Making them interfaces should bring
QSGContext and QSGRenderContext more in line with the other classes
present in the adaptation layer.
Change-Id: Iaa54dc0f6cfd18d2da1d059548abf509bd71f200
Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>
|